From 5a0ef68e85e5b4f938119f56b7005b1cc60f2fa8 Mon Sep 17 00:00:00 2001 From: rustbasic <127506429+rustbasic@users.noreply.github.com> Date: Sat, 26 Oct 2024 19:57:32 +0900 Subject: [PATCH] Update scroll_area.rs --- crates/egui/src/containers/scroll_area.rs | 32 ++++++++++++++++------- 1 file changed, 22 insertions(+), 10 deletions(-) diff --git a/crates/egui/src/containers/scroll_area.rs b/crates/egui/src/containers/scroll_area.rs index 3b3925c9dcd..f75951bd7e1 100644 --- a/crates/egui/src/containers/scroll_area.rs +++ b/crates/egui/src/containers/scroll_area.rs @@ -22,6 +22,9 @@ pub struct State { /// If set, quickly but smoothly scroll to this target offset. offset_target: [Option; 2], + /// The offset value when the `offset_target` is set. + offset_target_start: [Option; 2], + /// Were the scroll bars visible last frame? show_scroll: Vec2b, @@ -52,6 +55,7 @@ impl Default for State { Self { offset: Vec2::ZERO, offset_target: Default::default(), + offset_target_start: Default::default(), show_scroll: Vec2b::FALSE, content_is_too_large: Vec2b::FALSE, scroll_bar_interaction: Vec2b::FALSE, @@ -825,15 +829,7 @@ impl Prepared { let content_size = content_ui.min_size(); - let scroll_delta = content_ui - .ctx() - .pass_state_mut(|state| std::mem::take(&mut state.scroll_delta)); - for d in 0..2 { - // PassState::scroll_delta is inverted from the way we apply the delta, so we need to negate it. - let mut delta = -scroll_delta.0[d]; - let mut animation = scroll_delta.1; - // We always take both scroll targets regardless of which scroll axes are enabled. This // is to avoid them leaking to other scroll areas. let scroll_target = content_ui @@ -841,6 +837,17 @@ impl Prepared { .pass_state_mut(|state| state.scroll_target[d].take()); if scroll_enabled[d] { + let (scroll_delta_0, scroll_delta_1) = content_ui.ctx().pass_state_mut(|state| { + ( + std::mem::take(&mut state.scroll_delta.0[d]), + std::mem::take(&mut state.scroll_delta.1), + ) + }); + + // PassState::scroll_delta is inverted from the way we apply the delta, so we need to negate it. + let mut delta = -scroll_delta_0; + let mut animation = scroll_delta_1; + if let Some(target) = scroll_target { let pass_state::ScrollTarget { range, @@ -883,10 +890,14 @@ impl Prepared { if !animated { state.offset[d] = target_offset; - } else if let Some(animation) = &mut state.offset_target[d] { + } else if let Some(scroll_to_target) = &mut state.offset_target[d] { // For instance: the user is continuously calling `ui.scroll_to_cursor`, // so we don't want to reset the animation, but perhaps update the target: - animation.target_offset = target_offset; + if let Some(offset_target_start) = state.offset_target_start[d].take() { + let new_target_offset = offset_target_start + delta; + scroll_to_target.target_offset += + scroll_to_target.target_offset - new_target_offset; + } } else { // The further we scroll, the more time we take. let now = ui.input(|i| i.time); @@ -896,6 +907,7 @@ impl Prepared { animation_time_span: (now, now + animation_duration as f64), target_offset, }); + state.offset_target_start[d] = Some(state.offset[d]); } ui.ctx().request_repaint(); }